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Returning 35 results for 'before bound during chapter rules'.
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Classes
Player’s Handbook
Traits table: Hit Point Die and training with Light armor and Shields.
Gain the Druid’s level 1 features, which are listed in the Druid Features table. See the multiclassing rules in chapter 2
Equipment
Clothing and not wearing Medium or Heavy armor, you automatically succeed on saving throws against the effects of extreme heat. See chapter 3 of the Dungeon Master’s Guide for rules on extreme heat.
Equipment
Fungal Clothing, you automatically succeed on saving throws against the effects of extreme cold. See chapter 3 of the Dungeon Master's Guide for rules on extreme cold. One pound of fungus is sewn into
Monsters
Forgotten Realms: Adventures in Faerûn
again until the start of her next turn.Scheming Marid Ruler
The calculating Biha Babir rules the pelagic city of Maran Saya in Calimshan. Though her physical form is as fluid as the ocean itself, she
Calimemnon Crystal (see chapter 8), the legendary prison of the powerful genies Calim and Memnon. She believes obtaining that crystal would allow her to wipe Calimshan off the map and seize control of
Magic Items
Forgotten Realms: Adventures in Faerûn
the curse to you. Only a Wish spell or the will of Myrkul can remove this curse. As long as you remain cursed, the following properties apply to you:
Bound. You are unwilling to part with the crown
properties (see chapter 7 of the Dungeon Master's Guide):
1 minor beneficial property
1 minor detrimental property
1 major detrimental property
Sentience. The Crown of Horns is a sentient
Monsters
The Wild Beyond the Witchlight
on the politics of Prismeer.
Once she is no longer petrified, Raezil is bound by the rule of reciprocity (see “Rules of Conduct” in chapter 2) to help the characters complete any
Magic Items
Icewind Dale: Rime of the Frostmaiden
The Codicil of White is a tall, thin volume bound in white ermine fur over seasoned boards of white pine and sealed with a clasp and lock of tarnished silver. The book is cold to the touch, and the
(frost fingers), and a poem called “Rime of the Frostmaiden” (see appendix E). The poem is an incantation, the power of which can be used to split a glacier (see chapter 6). The poem might have other capabilities, at your discretion.
Magic Items
Princes of the Apocalypse
batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for strong wind apply, as detailed in chapter 5 of the
the area of effect, the rules for heavy precipitation apply, as detailed in chapter 5 of the Dungeon Master’s Guide. If there is a substantial body of water in the area, it floods after 2d10 hours
Species
Mythic Odysseys of Theros
.
Leonin rely on themselves and their prides. A pride is bound together by the experience of a shared challenge and, in particular, the sacred act of the hunt. See chapter 3 for more details on Oreskos and
Species
Van Richten’s Guide to Ravenloft
changed you and forced you from your home.
6
A slighted druid transformed you and bound you to live only so long as a sacred tree bears fruit.
Hexbloods in the Domains of Dread
When
creating a hexblood, consult with your DM to see if it’s appropriate to tie your origins to one of the following Domains of Dread (detailed in chapter 3):
Hazlan. The bizarre magic of this crumbling
Species
Fizban's Treasury of Dragons
character is a member of the human race or one of the game’s fantastical races. If you select one of the dragonborn races in this chapter, follow these additional rules during character creation
to modify that list for a campaign.
Creature Type
Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most
Monsters
Fizban's Treasury of Dragons
Monster Manual is a typical adult, at least a century old and boasting a valuable hoard. You can use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5
explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8
Monsters
Fizban's Treasury of Dragons
old and boasting a valuable hoard. You can use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5 includes lair actions and regional effects that can be used
characters, and use the Dragon Turtle Spellcasting table to help select spells for a spellcasting dragon. (Though the Monster Manual doesn’t explicitly include dragon turtles in the variant rules for
Species
Mordenkainen Presents: Monsters of the Multiverse
fairy or the harengon in this section, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2
languages to choose from. The DM is free to modify that list for a campaign.
Creature Type
Every creature in D&D, including each player character, has a special tag in the rules that identifies the
Monsters
Bigby Presents: Glory of the Giants
’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures in the area without immunity or resistance to cold damage have
” in chapter 3 for additional inspiration.)
Scions of giants’ gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have
Species
Fizban's Treasury of Dragons
. If you select one of the dragonborn races in this chapter, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores
, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what
Species
Fizban's Treasury of Dragons
the game’s fantastical races. If you select one of the dragonborn races in this chapter, follow these additional rules during character creation.
Ability Score Increases
When determining your
Type
Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race
Monsters
Bigby Presents: Glory of the Giants
envelops the land within 6 miles of the scion (see the Dungeon Master’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures
the substance of the world together. (See “Giants of Myth” in chapter 3 for additional inspiration.)
Scions of giants’ gods are enormously powerful beings who infuse the world around
Monsters
The Wild Beyond the Witchlight
of her limbs. Skabatha roams Thither on her flying rocking horse (see chapter 3 for its stat block), which creaks horribly as it moves.
Skabatha’s Weakness
Skabatha always forgets the first
creature she sees when she awakens after a long rest. See the stat block for details.
Hourglass Coven
The Hourglass Coven is a group of three hags, each one bound to an aspect of time: one reflects
Orcus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
chapter 7, "Treasure” of the Dungeon Master’s Guide.Orcus’s Lair
Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules
Monsters
Quests from the Infinite Staircase
Dimensionally Bound. Nafas can’t leave the Infinite Staircase or be trapped within a container (such as an Iron Flask). Attempts to transport Nafas to another plane are wasted.
Last Wish. When
of twinkling stardust follows Nafas wherever he goes, as evidence of his cosmic might.
No bottle, vase, ring, or lamp can contain Nafas. The genie is bound to the Infinite Staircase itself, anchored
Species
Mordenkainen Presents: Monsters of the Multiverse
in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race in this chapter tells
member of the human race or of a fantastical race. If you select a fantastical race such as the fairy or the harengon in this section, follow these additional rules during character creation.
Ability
Monsters
Fizban's Treasury of Dragons
use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5 includes lair actions and regional effects that can be used for adult or ancient dragon turtles. An
table to help select spells for a spellcasting dragon. (Though the Monster Manual doesn’t explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply
Proficiency Bonus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Rules
Characters have a proficiency bonus determined by level, as detailed in chapter 1. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability
checks, saving throws, and attack rolls.
Your proficiency bonus can’t be added to a single die roll or other number more than once. For example, if two different rules say you can add your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
compare the total to a target number. This chapter focuses on how to use ability checks and saving throws, covering the fundamental activities that creatures attempt in the game. Rules for attack rolls appear in chapter 9, “Combat.”
Chapter 7: Using Ability Scores Six abilities provide a quick description of every creature’s physical and mental characteristics: Strength, measuring physical power Dexterity, measuring agility
Magic Items
The Book of Many Things
collectively as the Deck of Many More Things. (More information on creating new cards for this deck appears in chapter 2.)
Like the Deck of Many Things, the Deck of Many More Things manifests differently on
of 22.
Temple. A deity or entity of similar power becomes bound to aid you. At any point in time between drawing the card and when you die, you can use your action to call on this entity for divine
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Healing, while only someone with House Lyrandar’s Mark of Storms can pilot an airship. Chapter 3 provides more details about dragonmarks and the dragonmarked houses, along with rules for creating
warforged, while granting freedom to the golems that survived the war. Rules for making warforged characters can be found in chapter 3.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Chapter 8: Running the Game Rules enable you and your players to have fun at the table. The rules serve you, not vice versa. There are the rules of the game, and there are table rules for how the
game is played. For instance, players need to know what happens when one of them misses a session. They need to know whether to bring miniatures, any special rules you’ve decided to use, and how to treat
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Chapter 10: Spellcasting Magic permeates the worlds of D&D and most often appears in the form of a spell. This chapter provides the rules for casting spells. Different character classes have
distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
definition, consult the Rules Glossary. This chapter provides an overview of how to play D&D and focuses on the big picture. Many places in this chapter reference that glossary.
monsters and magic. In D&D, the action takes place in the imaginations of the players, and it’s narrated by everyone together. Rules Glossary
If you read a rules term in this book and want to know its
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
spells, magical spellbooks, artifacts, and magic-infused tattoos—available for both player characters and monsters to use. Chapter 4 holds various rules that a DM may incorporate into a campaign, including
rules on sidekicks who level up with the player characters and on supernatural environments. The chapter ends with a collection of puzzles ready to be deployed in any adventure that the DM would like to spice up with some puzzling.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Chapter 9: Dungeon Master’s Workshop As the Dungeon Master, you aren’t limited by the rules in the Player’s Handbook, the guidelines in these rules, or the selection of monsters in the Monster Manual
. You can let your imagination run wild. This chapter contains optional rules that you can use to customize your campaign, as well as guidelines on creating your own material, such as monsters and
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Eberron. Supplementing the rules for vehicles in the Player’s Handbook, this section details rules for handling airships. The rules for specific ships appear later in this chapter.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. The chapter opens with optional rules meant to help you run certain parts of the game more smoothly. The chapter then goes into greater depth on several topics — encounter building, random encounters
Chapter 2: Dungeon Master's Tools As the Dungeon Master, you oversee the game and weave together the story experienced by your players. You’re the one who keeps it all going, and this chapter is for
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Using This Book Here’s what you’ll find in this book: Chapter 1: Playing the Game. The first chapter explains the fundamentals of the game, with examples to help you understand how to play. Chapter 2
: Creating a Character. Chapter 2 walks you through the steps of character creation. Chapter 3: Character Classes. Characters’ capabilities are largely determined by class, such as Fighter or Wizard






